So, been re-doing and re-doing my Double Slann list for a while now. I'm still really torn on what to give my support Slann. Here they are;
Hypno-Toad w/Lore of Shadow, Rumination, Mystery, Cupped Hands, dispel scroll
(395 points)
After going through all the Lores a lot, Shadow just keeps coming out on top. The killy spells are amazing, given our lack of ranged attacks ('Pit' for nuking, 'Pendulum' for sniping enemy warmachines), the hexes are endlessly useful ('Miasma', 'Enfeeble' and 'Withering'), and the ultimate turns your bodyguard into gods ('Mindrazor' means S8 Temple Guard). 'Steed' is also good for lulz, if I need to teleport a Scar-Vet into an enemy cannon (after 'Mindrazoring' him).
Hypno-Toad w/Lore of Life or Light, Rumination, Mystery, General and BSB
(350 points)
So yeah, other armies might have to get by putting their most important asset on a weak Hero choice, but we get to put it on a highly-defended Wizard
. Obviously, the support Slann is going to be less aggressive, so his spells need to be more buffing and less raw death. Life is obviously the only way to get T8 Saurus and TG happening (coupled with their good armour this makes arrows and S3 infantry useless), but it's only ranged offense is a powerful but short-ranged nuke. 'Dwellers' is awesome, but fixing Lizardmen's typical weakness of speed is IMO more important (and you already have 'Pit of Shades' for nuking).
Lore of Light actually has decent gun-magic, all things being equal (Fire is one-dimensional, Metal kills Knights well but so does nuking and Mindrazoring, and Metals Transformation is unreliable on anything but hordes, which Saurus already slaughter just fine even unbuffed). 'Speed of Light', 'Pha's Protection' and 'Birona's Timewarp' are where the real awesome is though. I actually missed on my first reading that 'Pha' affects both shooting and close-combat, and Birona grants +1A (to attached characters as well). The best part about Light buffs, unlike Life, is that they can be AOE and thus benefit the entire army (whereas Life is solely for buffing the attached or nearby TG blocks, not everyone at once). That many attacks, going first with re-rolls to hit, will utterly annhilate most infantry and even Knights and multi-wound monsters are going to fail saves. Not to mention, 'Light' is the only hope I have to defend against a 'Purple Sun' or 'Pit' hitting my guys (their default I1/2 is laughable).
I'm really torn though. Life is the only way to bring back my expensive infantry (won't bother casting on Skinks obviously), and 'Dwellers' doesn't scatter and utterly annhilates anything bar monsters (which is easily fixed by a quick 'Enfeeble' spell on target). On the other hand, 'Light' makes ranged attacks and close-combat less effective for the enemy, and turns my Temple Guard and Saurus into ninjas. Light also has the caveat of gun-magic when I need it (ie setting a Regenerating unit on fire with 'Burning Gaze').
Your thoughts? I'm not really considering the other Lores (Heavens is available on my Level 1 EOTG anyway, and I'll probably take 'Iceshard' most of the time to stack with 'Miasma').
Hypno-Toad w/Lore of Shadow, Rumination, Mystery, Cupped Hands, dispel scroll
(395 points)
After going through all the Lores a lot, Shadow just keeps coming out on top. The killy spells are amazing, given our lack of ranged attacks ('Pit' for nuking, 'Pendulum' for sniping enemy warmachines), the hexes are endlessly useful ('Miasma', 'Enfeeble' and 'Withering'), and the ultimate turns your bodyguard into gods ('Mindrazor' means S8 Temple Guard). 'Steed' is also good for lulz, if I need to teleport a Scar-Vet into an enemy cannon (after 'Mindrazoring' him).
Hypno-Toad w/Lore of Life or Light, Rumination, Mystery, General and BSB
(350 points)
So yeah, other armies might have to get by putting their most important asset on a weak Hero choice, but we get to put it on a highly-defended Wizard
Lore of Light actually has decent gun-magic, all things being equal (Fire is one-dimensional, Metal kills Knights well but so does nuking and Mindrazoring, and Metals Transformation is unreliable on anything but hordes, which Saurus already slaughter just fine even unbuffed). 'Speed of Light', 'Pha's Protection' and 'Birona's Timewarp' are where the real awesome is though. I actually missed on my first reading that 'Pha' affects both shooting and close-combat, and Birona grants +1A (to attached characters as well). The best part about Light buffs, unlike Life, is that they can be AOE and thus benefit the entire army (whereas Life is solely for buffing the attached or nearby TG blocks, not everyone at once). That many attacks, going first with re-rolls to hit, will utterly annhilate most infantry and even Knights and multi-wound monsters are going to fail saves. Not to mention, 'Light' is the only hope I have to defend against a 'Purple Sun' or 'Pit' hitting my guys (their default I1/2 is laughable).
I'm really torn though. Life is the only way to bring back my expensive infantry (won't bother casting on Skinks obviously), and 'Dwellers' doesn't scatter and utterly annhilates anything bar monsters (which is easily fixed by a quick 'Enfeeble' spell on target). On the other hand, 'Light' makes ranged attacks and close-combat less effective for the enemy, and turns my Temple Guard and Saurus into ninjas. Light also has the caveat of gun-magic when I need it (ie setting a Regenerating unit on fire with 'Burning Gaze').
Your thoughts? I'm not really considering the other Lores (Heavens is available on my Level 1 EOTG anyway, and I'll probably take 'Iceshard' most of the time to stack with 'Miasma').